

Not only can you earn stars to upgrade your arsenal, but also gems to buy emergency supplies like dynamite and coins to upgrade your heroes. The original Kingdom Rush introduced heroes after launch, but this time around the hero aspect is part of the game from the start. In Frontiers, I never had to be so careful with my placement. As an example, the original Kingdom Rush had missions where spiders would come down one path and trolls came down another-one type of tower exploited one enemy’s weakness while tower took care of the other group. If anything, I found more situations where my build placement was more forgiving in Frontiers than in Kingdom Rush as the enemies tend to appear in identical groups in the various pathways, with similar weaknesses. While the new towers do perform slightly differently-for example, the crossbowmen tower have a falcon upgrade that will enhance accuracy for neighboring towers-the fundamental gameplay elements remain unchanged.Įven the new enemies you’ll confront-tribesman, mummies, and lizard people-require similar tactics to stop. Waves after waves of enemies will attempt to break through your forces.


You’ll also have access to witch doctors, crossbowmen, axe throwers, and new dwarven artillery. For example, your barracks can either deploy assassins (heavily influenced by the Assassin’s Creed franchise) or templars (ditto) instead of the original’s barbarians and knights. You can also upgrade the individual powers of the highest level towers, manage heroes, and deploy special powers like falling fireballs and reinforcements.Īll of these elements are essentially imported from the first game-the only difference being the highest level towers have different looks and powers now. Like in the original Kingdom Rush, you’ll have access to four types of towers that you can upgrade, with each tower having two branches at the highest tier. You’ll have to avoid sandworms in a desert stage, wall climbing lizardmen, and a sleeping dragon-keeping the gameplay exciting even if the core tools are all-too-familiar. The earlier mentioned pirate stage allows you to hire pirates as well as command a waiting man-o-war to fire on your foes. Over the dozen or so core campaign missions, Armor Games does a good job of introducing some new ways to make its familiar formula fresh. The jokes and easter-eggs are equally anachronistic, but they’re still a highlight-look for an Indiana Jones reference in one of the temple stages and an exceptionally fun pirate-themed stage (with requisite Pirates of the Caribbean jokes).

The campaign appears a bit scattered at points too, introducing gimmicky enemies that are hard to kill (teleporting, laser-gun toting) and break from both the overall medieval theme and the rock-paper-scissors combat mechanic Armor Games perfected in the original game. The tribesman/cannibal enemies are perhaps not as well-worn as the high fantasy enemies the first game utilized, but the “evil tribesman” plotline feels a bit tone-deaf and borderline offensive. You’ll get mission briefs and updates on the story-something about evil tribesman invading-then you’ll deploy towers to kill them all. Kingdom Rush Frontiers has a wide variety of locals and enemies.Īs in the original title, you’re commanding an army of cartoon soldiers as they seek to defend their lands.
